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Thomas Coleman; Arthur G. Money – International Journal of Information and Learning Technology, 2024
Purpose: This paper presents the student-centred experience (SCE) game design framework, which aims to guide the design of holistic student-centred digital game-based learning (SCDGBL) experiences, which fully integrate all seven tenets of student-centred learning (SCL). The paper also rationalises the need for the framework and presents the steps…
Descriptors: Student Centered Learning, Game Based Learning, Learning Experience, Instructional Design
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Dockterman, David; Petscher, Yaacov; McAfee, Alison; Klopfer, Eric; Osterweil, Scot; Diefenthaler, Cody – Practical Assessment, Research & Evaluation, 2021
To inform instruction, screening and diagnostic assessments must collect accurate data about the current state of the learner. Unfortunately, students may find assessments unengaging, intimidating, or irrelevant, undermining the quality of their effort and the quality of the data. The application of gaming to assessments may provide a way to boost…
Descriptors: Game Based Learning, Educational Diagnosis, Diagnostic Tests, Educational Assessment
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Baek, Youngkyun; Min, Ellen; Yun, Seongchul – Computers in the Schools, 2020
This study explored the educational potential of Minecraft, which has been widely used since its first release in 2009. Articles about Minecraft were searched for in ProQuest. Data were gathered from 28 articles that were indicative of three categories: integration into curriculum; student engagement, interest, and enthusiasm; and knowledge and…
Descriptors: Video Games, Technology Uses in Education, Learner Engagement, Skill Development